lunes, 26 de septiembre de 2011

In the pictures below you'll be able to see some screenshots about it:

All achievements locked.

One achievement unlocked.

Two achievements unlocked.

The achievement room will definitely not look like that! I'll align them to the center and add a proper background. This is a prototype.
This engine is not hard, but it is really long to do. At least it works properly :)

martes, 20 de septiembre de 2011

So, yes... There was a fruit in the game, the Lychee. I never said what it's power was, so...

The Lychee's main power-up was to give Ooni the ability to shrink, so Ooni would be able to move through tunnels and small places.
But since this gave a LOT of bugs, like, getting stuck when the power's time was over; I've decided to take it off and show it later in an update or something.

Now I've added another fruit. It doesn't give me as much problems as the Lychee.
I'll talk about it later :D

sábado, 10 de septiembre de 2011

Now that Game Maker Studio will be comming this year, I will be able to publish my game into the iPhone, iPad, Android, PSP, Xperia Play, and much more....

The first plan was to make the Ooni with 3 worlds, 100 Achievements, and you may know the rest (if not, read this). It was going to be released for the PC/Mac platform: Steam.
But if I want to release the game on Steam, the game should be more or less, PERFECT! And I just don't have the time or patience to do that.

Ooni was supposed to be a game that updates, and gathers new stuff, like: Worlds, Stages, Achievements, Enemies, Power-Ups and more. That makes the player happy. And that is (seriously) the only reason why I'm a game developer.

If I release the game on Steam soon, it will be filled of bugs, and critics hate bugs. They would rate my game really low and that would be more or less the end of my game developing career.

But mobile games (somehow) are not criticized on as many aspects as a (let's say) "big screen" games.

Why?
Because 9 out of 10 moile games are simple. Just play, die, and repeat.
That makes the development cheap, and so, the game's price for the player is cheap.
There is no reason to review the game in such complex way.
Why?
Becaus you shouldn't analyze something simple in a complex way.
Makes sense?

Here's my point:
Mobile games are short. And my game's development is (for now) still short.
What if I release the game with just one world to the iPhone, iPad and Android as soon as the Game Maker Studio? Of course, I will add a world each month or something.